Not hugely exciting but I did also spend a little time cleaning up an old project. Didn't end up doing as much as I thought was needed so instead I started looking at ways to start learning L-systems. To begin, I'll need a way to get them on the screen. For the first go I figured being able to draw lines to a texture would be sufficient. This is a quick and dirty implementation of Bresenham's line algorithm. I don't need it to be fast so substituted floats for the bit shifting just to make it easy. Nothing to be proud of here but it does get me what I need for tonight.

public void DrawLine(int x0, int y0, int x1, int y1, Color color) { int dy = y1 - y0; int dx = x1 - x0; float error = 0; float deltaError = 0; if (dx != 0 && dy != 0) { deltaError = Mathf.Abs((float)dy / (float)dx); } int y = y0; int x = x0; for (int i = 0; i < Mathf.Abs(dx); i++) { texture2D.SetPixel(x, y, color); error = error + deltaError; while (error >= 0.5f) { texture2D.SetPixel (x, y, color); y += Mathf.RoundToInt(Mathf.Sign(dy)); error = error - 1.0f; } x += Mathf.RoundToInt(Mathf.Sign(dx)); } }